for fluids what is happening is that the original meshes are turned into a voxel (volumetric pixel) representation. The behavior of the voxels is calculated, then for each frame a mesh representation of the voxels is generated. So finding a way to correspond the verts of meshes between frames is non trivial.
LetterRIp
BF windows 2006/02/07
Moderators: jesterKing, stiv
*Slaps forehead.*for fluids what is happening is that the original meshes are turned into a voxel (volumetric pixel) representation. The behavior of the voxels is calculated, then for each frame a mesh representation of the voxels is generated. So finding a way to correspond the verts of meshes between frames is non trivial.
I've coded the LBM algorithm myself - the velocity vectors of the boundary cells are part of the simulation and are calculated explicitly to perform the collide step. It would be nice if n_t could link this data to the vec data internal to the renderer.
Doubt it will happen soon...but it is a way.
Koba
Last edited by Koba on Thu Feb 09, 2006 1:38 am, edited 1 time in total.
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http://www.tuubi.net/jarkko.toijonen/dof_nodesetup.jpgcould anyone post a node screenshot of how to setup vector blur? i can't get it to work.
http://www.tuubi.net/jarkko.toijonen/dof_test3.mov
Here u go

Theres something wrong with the alpha over node. Crashes every time.
Vector blur doesent seem to affect backround, is it in to-do -list?
Thanksos very muchos for the build and especially for the development. It truly rocks!
» Bojasha!!
Koba, LetterRip: I just looked at this a bit, shouldnt be too complicated - but the problem is more to get the fluid velocities into the blender speed calculation. I'm working on it
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jarkkopoika: thanks for the DOF setup, thats quite cool - I was just wondering, how can you enable this render display in the image editor?

jarkkopoika: thanks for the DOF setup, thats quite cool - I was just wondering, how can you enable this render display in the image editor?